HuaHero's Forum Posts

  • Hi guys,

    I'm trying to implement multiplayer into my game (SHMUP) and gotten it to work somehow . I have tried with 2 devices and they are able to connect and player sprites do appears on both devices.

    But i have some issues:

    1) On both devices, the enemies on screen are not sync-ed, both devices shows different placement of enemies and status of enemies. How do i make sure that both devices sees the same amount of enemies and enemies types on screen?

    2) On player (PEER) the controls are very unstable, the ship jerks around and when the host plays the games, the peer ships tries to follow the host ships around too, its like you are fighting to control the ship with the Host on the Peer side of game play. My controls are very simple it's just dragging the ship around the screen and it fires by itself.

    3) How do i implement a "searching for player feature" then follow by "start game when all players are connected"? I would like this in my game so that the level starts at the same time for all players in my game. Right now it's host joins first then Peer join but the level would have already started by the time Peer joins in.

    I tried to follow the example capx multiplayer file from C2 itself and i think regarding the controls for Peer the issue comes about me maybe not understanding how it works. Below is the event screenshot:

  • lennaert Yes i think there's research to be done as seeing that not much was touched in the forums regarding these.

    Tekniko Yes, this is what i would very much like to prevent from happening. Which is why all achievements and unlocks have to be on the server side to prevent these types of edits.

    Google Play Game Services seems to be the next best choice and would like to check. Can this work with Construct 2?

    https://developers.google.com/games/ser ... ultiplayer

    Real Time Multiplayer from Google, if i were to use this, must i still implement the multiplayer plugin from C2?

  • Hi guys,

    Many thanks for your response.

    Some info of my game:

    I'm currently developing a SHMUP for mobile devices and some of the features which i'm thinking of is as follows

    1) Players to unlock ships, weapons, colors, effects through attaining certain achievements in game.

    2) To support online multiplayer up to 4 players .

    The reason why i need a server side data host is to prevent client side hacking to unlock achievements and items without actually playing the game. And also to support online multiplayer.

    Are these functions possible with C2? So far i can't find actual documentations on these topics

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  • Hi guys,

    I have a few questions and have read the forums but can't exactly find the answer to it

    1) The current state of multiplayer on C2 is based on the peer being the server and is connected through IP address yes? Is it possible to do an auto match feature? If yes, how to go about doing so?

    2) Is there such a thing in C2 to do a server side save game? I read about this new google play games services feature which allows you to have your save game get uploaded into the cloud. The thread which was being discussed on is as ---->

    The reason i'm asking these is, i would like to have my game being able to play online co-op with other players and players will be able to unlock skins and weapons to show off during online play.

    Are these features possible to implement in C2?

  • Hi guys,

    I have made the jump and purchased Construct 2!

    Since development has been going fine so why not?

    I would like to check, which i'm guessing i will need help from the community again very soon.

    Will game performance be hindered with too many events?

  • RamPackWobble

    The link is currently down, no worries i will wait for your links to be backup again.

  • Sorry all, gonna bump this. Currently at a loss right now

    Been reading all day in the forums, have tried litetween, pathfinder, custom movement, bullet, moveto behavior by rex. I cant get any of them to work.

  • MythStylz

    Yes i tried and it can be used, my bad i think i mixed it up with families.

    I don't really know how to add those into arrays thou. Is there another way for pathfinding but with the fluid movement from R0J0hound's events?

  • Ethan thanks for your reply!

    I can't do arrays at the moment as my version right now is currently free. My target is to at least finish up the 1st level of my game before i make the purchase.

    If i were to not use R0J0hound's events and use the custom moving events instead, my sprites will end up moving in a very rigid fashion, is there anyway?

  • This is the said thread for the pathfinding

  • Hi guys,

    Apologies as i have another question regarding pathfinding or flightpath for ships.

    I'm creating a SHMUP and so far from my experience the hardest part for me in developing this game is bullet patterns and flight patterns.

    Right now i'm trying to create flightpaths for my enemies and i have been trying and reading some of the other behaviors in which is in this forum.

    I have currently added in the events from R0J0hound pathfinding capx and am really happy with this cause the event made my sprites movement looks realistic as in the gif below.

    But i encountered 3 problems:

    1) I noticed that with the "flight points" added in as indicated with the light green boxes i can't really "tell" my sprites to actually fly from point A to B then to C, they seemed to fly around to random points .

    2) The event will grab all sprites which are in the event sheet itself regardless if they are in the game area or not, how do i have the sprites to fly around when only in the game area?

    3) I tried to set "System > Create Sprite > On "Game" Layer so that after creation, the sprite will start pathfinding and moving from point to point but it doesn't work, the sprite just spawns and stays there not moving.

    Below is my event list:

    I toggled off the spawning cause it doesn't work.

    Basically what i want to do is "Spawn Enemies" > Fly (Pathfinding) > Point A to B

  • Hi guys,

    Just an update, i think there's a bug which i'm not sure. The whole event works fine and i duplicate the swirl to fire at the opposite direction and i realised something.

    Some of the bullets seemed to divert away from their current paths to seemly random directions. I have attached a gif as below.

    I don't see that the events itself has any issues as everything works as they are meant to.

  • blackhornet thanks alot for your help! It finally works! I did some improvements also for my sprite to come into the screen > stop > then fire instead of it firing immediately once it pops into the screen.

    Thanks all for your help guys, very grateful. I have attached screenshot for the working event and hope it helps some others who has the same problems.

  • Hi guys, thanks much for your help so far.

    blackhornet your capx is very insightful and i learned something from it. It does solves the problem of having the sprite come into the screen and then starts firing for X amount of time. The sprite has the rotate behavior so the bullet patterns works the same as my current setup, in my above event screenshot i created another black square sprite called Enemy3bulletswirl and is set as invisible.

    So the black sprite is the one rotating and firing the bullet instead of the actual ingame sprite.

    The reason being if i were to give set Enemy3 (Ingame Sprite) itself as that or give it a rotate behavior then my enemy will be spinning even thou it does fires the swirl.

    I have tried incorporating your events into mine in the attached above screenshot but it doesn't work, i'm not sure if this conflicts with the "pintoimagepoint" behavior which i'm using or the "moveto" behavior.

    LittleStain i think both of your suggestions are about the same and i tried to follow, up to the point where i don't really get it for suggestion in point 4

    4. In your second event, (System > Every tick), change the trigger from "System > Every tick" to "Enemy3.Firing is true".

    I can't seem to find any option to get "Enemy3.Firing is True" the bootlean or any other option doesn't have that. I did went through all of the system events.

    I'm really thankful for your help so far guys but i do would like to apologise if my questions seems too noob, i have learnt a lot while developing my game and am still learning everyday reading the forums

  • Thanks and blackhornet for trying to help but sorry i have tried but i can't seem to get it work.

    Below is the attached screenshot

    What i have so far now in the events is having the sprite fly into the screen then starts firing the swirl of bullets both events works separately, the problem right now is after the sprite comes into the playing field, it just stays there and doesn't fire at all.

    I need something to link both events together so that the sprite flies into the screen > starts firing the swirling bullets.

    I wish i could attach the capx file but i have quite a bit of custom plugins and behaviors and i think quite a number of peeps won't be able to open my capx.